The Realm is divided into four Counties, each characterized by distinct socio-economic roles.
The Great Keep (Upper Helheim)
The social and cultural heart of the Kingdom. The Great Keep sits upon what was, once upon a time: the humble footprint of Helheim. Now it is home to the Castle, Diplomatic Corps, Royal Archives and Guard Barracks. Commonly considered the socio-political centre of the Kingdom, this is the place in which to rub shoulders with the nobility, file a patent or seek the paperwork to make your household official in the eyes of the Kingdom.
Here the Guards will enforce the laws to the letter to maintain an air of dignity and safety for all.
Markets
The Markets is the centre of cultural entertainment and commerce, a place in which traders are not taxed to sell their wares or services. If it sold anywhere in the realm, it can likely be found here... provided it is legal. Bridging the gap between the Docks and the Upper city, the laws are enforced in a notoriously lax way here... up to a point. The Crown always gets its cut.
The Docklands
When the markets of Helheim seek goods to sell, their attention turns to the Docklands. Streets lined with crafters and artisans turn out almost any kind of goods a city requires to be self-sufficient. That which cannot be crafted or locally grown is more than likely imported through the city's port. Though home to the Royal Navy of Helheim, it is said that all manner of goods, legal or otherwise, pass across its wharfs - a good place to ask about those less than legal items you seek.
The Outer Reaches
Beyond Helheim's walls lie rich farmlands, forests, swamps and plains claimed by the Kingdom as its own. Resources for the city's juggernaut economy can be found on and under the land here, a budding miner or lumberjack need only go and find them. Though the lands have been noted to be dangerous at times, Helheim and its wilder allies make their presence known from time to time, often seen using the lands in which to train.