Perlin noise (on its own) is probably the wrong tool to use for this.
I don't know how this was done exactly, but if I were going to try and emulate it, I would start by noticing how the scene (mostly) looks like a plane that's been chopped up into cells, and then the corners of the cells have been moved up and down.
Voronoi diagrams are probably where I would start looking for the first step of dividing the cells at all, and after that I would probably be thinking about walking along the edges of those cells, sometimes cutting them loose (to produce the larger cliff faces) and sometimes leaving them connected (where two cells join neatly in a ramp). Sort of like making a bunch of partial cuts in a sheet of fabric, and after that I can start stretching the fabric vertically and see where things fall.
That's just the cliff/terrain bit. Not sure off the top of my head where you would go about generating water/rivers, but there's already enough degrees of freedom here I would want to experiment and tweak things before I knew where I wanted to go next.
No idea if this is actually part of the process used in the image you linked. It could have been done completely differently.