You have a compute normal as displacement function.
The compute normal computes normals, it's not generating anything.
So you'll need a powerfractal which generates displacement, say lateral for example (I always choose lateral, if I use it, in the powerfractal rather than the surfacelayer). Before that powerfractal you'll need a compute normal.
The correct order to do these kind of things is like Richard described in his questions:
terrain -> compute normal/terrain -> powerfractal (lateral e.g.) -> more shaders -> compute terrain -> texture
the difference between compute normal and terrain is that a compute terrain also calculates the texture coordinates which allows you to restrict layers by height. Compute normal only calculates normals, which allows you to either displace along lateral and/or restrict by slope.
Cheers,
Martin