Pasis's tutorial (the one amongst many I was referring to) is here
That will not give the same results I have here however. In fact, I am completely unable to draw anything, even a bump map, and everything I have there comes from Fractal Terrains. What I did is creating and somewhat editing the world in fractal terrains, then exporting in bmp different images of it to be tinkered in photoshop.
The process I used for these last (incomplete) maps is as follow:
– start from FT, center on the region you want to map, export the following maps as bmp files (8000 px wide because is the highest I could manage without crashing FT)
• bump map (or height map set from black to white, the result is slightly different for some reason)
• regular view with all the land white and normal water and rivers (I prefer relatively dark shades of blue, as you can see)
• terrain-climate view
– then import everything in photoshop as different layers
• create three layers for mountains (hills-mountains-peaks) following Pasis and tinkering a little bit with the values of bevel/emboss until you get what you want
•*the three layers are fully filled in white and then a mask based on the bumpmap is applied. For the highest layer I use the regular bump map, for the middle one I use the same with +100 brightness, for the lower one the same with +150 brightness and -50 contrast. In this way the lower levels are wider and gentler, as they should be, while the peaks are more defined
• textures may or may not be added to the mountain layers, I mostly used pasis's suggestions once again. If no texture is used, of course the layers should be set to multiply
•*then the image-climate map from FT is used, there is a first layer with some uniform texture to give some basic variation to the map, on top of that the image-climate layer set to "colour" or "hue" with an opacity of 75-90%. Some gaussian blur is applied to the colours layer to smooth the stark transitions produced by FT. Additional layers of colour and textures may be applied to characterise some peculiar terrain type.
•*in the water-river layer the rivers are retraced by hand to give them a better look (they are 1px straight lines in FT), a texture is added (multiply, 50% opacity) plus some inner glow with 50-75% noise and a slight bevel
•*the layer are ordered in this way: first the basic+terrain colours, then the mountains and on top of everything the water. If you want the water to be visually affected by elevation it should be under the mountains, but that works only if the mountains are set to multiply, without textures (or at least I haven't found another way)
• All the other elements, forests, cities, fields etc., are simple and they also are more or less lifted from Pasis's tutorial.

As for the look of the mountains, I see that they would look entirely plausible if we were thinking of the himalaya or some other massive and compact mountain chain, but since I am from a small country with a lot of ups and downs some large swaths of the map looks uninteresting to me. I am trying to add some elevation to the bump map by hand (for exapmle in the area around the mouth of the great river, where the 11 free cities are), but until now without success.

I also still have the incomprehensible problem that when I export from the last map the mountains look flattened and I still don't understand why.