I think you would be better off using a PF to blend an Alpine before the compute Terrain. That PF inturn would be blended by your continent mask.
Here's how I would do it.
1/ Contenant mask slightly blurred, to give me smooth rises out of the see. Use this with a Displace node to raise.
2/ Then add a PF (power fractal) to mark out my mountain ranges as a mask. This being masked by your contenant image. Perlin ridges is a good noise flavour for this.
3/ Plug that into you Alpine fractal to form the ranges.
The trick here is to get the scales of the PF and the softness right, as well as spacing between black and white, so that the Alpine blends nicely into your contenant.
After that, you can duplicate the PF, invert it, then mask that by the contenant mask, to allow me to modulate the height of the flat part of the contenant tops, to simulate hills etc.
OR
You could apply a vertical displacement only with a new PF, so doing it the other way round to what you're currently trying.
A little trick that maybe helpfull, is to map out your masks in surface layers with no displacment, just so you can see what you're are doing quickly. eg, set the planet blue (water), contenant mask green, mountain mask grey, hills yellow, etc.